“That was only because people in playtests said, ‘oh, where am I? Why was I teleported?’ So we needed to have these cutscenes. “A good example is opening the door,” Kmita said. And for co-op partners, this can be disorienting when you are not the one instigating the location transition. Before this, it would just fade out into a different location. The need for the oddly short cutscenes comes from feedback received during playtests. “It started quite pragmatic, because we needed a system that would help us teleport the players and stream some other content to start to load the other arena,” Kmita said. The answer is due to how the game handles co-op play. But there’s a good reason for it.Įurogamer asked the question to creative director Bartek Kmita, and lead designer Piotr Nowakowski about Outriders’ weird quirk. It’s jarring, especially when big budget video games have been good at hiding these loading transitions, or made it less momentum-breaking. Have you tried out the Outriders demo? The new looter-shooter from People Can Fly seems promising, as we discussed in our first impressions piece.īut it also has a one weird quirk- like a transitioning to a new location requires a fade-out, a short cutscene of you either opening a door or jumping a ledge that’s less than 10 seconds, before fading out again to the new location.
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